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Reader Comments (9)

Posted: Mar 23rd 2010 3:39PM (Unverified) said

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Ok, so who has done the map thing well? And what are the two unlabeled screens from that you chose to use???

Posted: Mar 23rd 2010 3:47PM (Unverified) said

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The screenshot on page 2 is the Last Homely House in Rivendell from Lord of the Rings Online.
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Posted: Mar 23rd 2010 3:55PM Lethality said

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The first one is from Star Wars: The Old Republic

But I totally agree with Kyle - the world has to be set up to give a sense of place... somewhere that you "go" to and exist in.

Also, the idea that the human interface (which is greater than "the UI") can provide subtle but extremely important nuances to interact with the game... it can in fact make or break the game.

Posted: Mar 23rd 2010 4:31PM J Brad Hicks said

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I'll add another thing that I'm used to seeing done badly: sense of scale. I zone into the first zone in the game, grab my first mission, an icon lights up on my map and minimap showing me where it is. Fine. Is that 20 yards away? 200? 2 kilometers? I have no idea.

At the very least, include some object on the map whose size I can see. If I'm standing next to a building, show that building on the map, so I can compare the size of the building to the size of the zone, to the distance I need to go.

Posted: Mar 23rd 2010 5:26PM (Unverified) said

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I truely enjoy reading your articles Kyle. Digital Continuum is perhaps the best part of Massively these days.

Two thumbs up, this was a nice read, and I agree even though I haven't been much aware of it. I had that very same disappointment with Dawn of War 2 and its opening cinematics. Luckily for that game, I still love it. But I can imagine it would have had even more followers if they had placed the cinematic inside the game instead.

Posted: Mar 23rd 2010 6:08PM Graill440 said

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Good read. To bad its been said before many times and always falls on deaf ears.

Posted: Mar 23rd 2010 6:50PM cray said

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I'm not sure what to come away from this article. Many of the observations made here have been pointed out before. I think what many writers fail to see is the differences between some MMOs aren't always 'mistakes' and there are viable reasons why they are implemented.

I think a better exploratory article would be to analyze why the designers chose a particular implementation. Even better would be to interview the developer about it.

I get tired of reading blog entries no matter what topic...it's always "you are doing it wrong". Some of these articles can be constructive, but often times they are oblivious to why such designs were implemented.

Posted: Mar 23rd 2010 11:41PM (Unverified) said

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I hate overly developed map and transportation systems. I may just be a crotchety late 90's EQ player, but I hate when a map just points me exactly where to go for quests. Age of Conan and Champions Online's maps are little more than GPS Garmon/Onstar systems. I can pretty much just play the game on the map screen, I'm a dot that travels to a pixel and picks up the shiny thing. Done. Here's your dog biscuit.

I like LOTRO's maps. They are either the direct copy from the books, or done in that style. It tells you enough to get where you need to go, but it doesn't give pixel precision right inside game. You explore the world, see things you normally wouldn't, and immerse yourself in a game.

I know some people like to be told everything. They don't like exploring, they don't like reading quests, and they hate having to go to areas that don't progress their pixels on their little experience bars. To those people I just think maybe they should re-evaluate their chosen genre of game.

Posted: Mar 24th 2010 10:40AM (Unverified) said

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When it comes to reading a quest text, I always did that before. Then one day I fell for the thing called voice overs. Now I don't look back, and everything not having a voiceover gets dull fast. Very fast. That is why I don't see the problem with arrows, or red map areas like in Warhammer Online.

But you are ofcourse right. MMO maps were more fun when you had to explore. It is just that for me, the immersion has to be carried away with some good voice acting. I suppose that is why I prefer single player games these days, and only keep an eye open for very few mmo's in the comming years. Most of the fantasy-mmo expore factor is lost to me also partly because there have been so many fantasy games before. Kyle makes an excellent point there in saying most mmo's looks the same. You feel as if you have already been there. This is certainly not helping.

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